It's getting pretty lame with every game I join all the high level players stack into one team and it ends up a 2 minute 5-0 CTF, I could easily stack into the winning team but it's a shit match whether you win or lose. I'm guessing there just isn't enough Oceania server players to sort into balanced matches by rank.

Infiltrator is such a bullshit, unbalanced class. It is way overpowered.

Edited:

am I missing the joke?

Well, they're pretty easy to kill and they can't be cloaked all the time. Though it's not at all fun as a game mechanic to get instakilled because some guy was hiding in the corner of the room perfectly invisible before running up to backstab or sticky grenade you.

Well, they're pretty easy to kill and they can't be cloaked all the time. Though it's not at all fun as a game mechanic to get instakilled because some guy was hiding in the corner of the room perfectly invisible before running up to backstab or sticky grenade you.

What really annoys me is when 3 of them are waiting by your destroyed generator for you.

I honestly fear that the tecehnician is going to be reduced to uselessness in future patches. For some strange reason, everyone thinks the tech is currently the most OP class in the entire game. People are saying this before AND after the huge patch.

Apart from the Big Thumper (which I agree, needs some some tweaks), all the tech has is a sub-standard SMG, very basic grenades, and turrets that die in 900 damage so any explosive weapon can kill them and they only do 65 damage.

I honestly fear that the tecehnician is going to be reduced to uselessness in future patches. For some strange reason, everyone thinks the tech is currently the most OP class in the entire game. People are saying this before AND after the huge patch.

Apart from the Big Thumper (which I agree, needs some some tweaks), all the tech has is a sub-standard SMG, very basic grenades, and turrets that die in 900 damage so any explosive weapon can kill them and they only do 65 damage.

I'm not seeing the OP.

I do find it a little annoying when there are 5 Techs with 5 turrets defending a flag, but I don't think that makes them OP.

I wouldn't say they're OP as such. Though they need to be changed, they negate the need for the default soldier class currently.

The Thumper should be a soldier weapon, and the Tech should have the Thumper DX, the Thumper has a longer range, and when Tech is defending they really don't need that range on the weapon at all, the damage too is debatable whether they need the extra to defend with considering they have turrets and an optional shotgun for CQC.

Right now they're basically a buffed Ranger. A 910 direct damage Thumper + Hitscan pistol + Grenades + Turrets. The only thing the default Soldier load out has is what, 15-20 extra energy or so? I'd rather have the pistol and turrets over the energy.

I wouldn't say they're OP as such. Though they need to be changed, they negate the need for the default soldier class currently.

The Thumper should be a soldier weapon, and the Tech should have the Thumper DX, the Thumper has a longer range, and when Tech is defending they really don't need that range on the weapon at all, the damage too is debatable whether they need the extra to defend with considering they have turrets and an optional shotgun for CQC.

Right now they're basically a buffed Ranger. A 910 direct damage Thumper + Hitscan pistol + Grenades + Turrets. The only thing the default Soldier load out has is what, 15-20 extra energy or so? I'd rather have the pistol and turrets over the energy.

Maybe give them a Thumper DX (maybe reduce damage slightly? Debatable) and buff the turrets. Because turrets can die to any explosive weapon, you have to babysit them and help them kill otherwise they get wasted instantly.

Maybe give them a Thumper DX (maybe reduce damage slightly? Debatable) and buff the turrets. Because turrets can die to any explosive weapon, you have to babysit them and help them kill otherwise they get wasted instantly.

I say swap thumpers with the soldier, and make turrets stay up without the gen. Turrets should have to be baby-sat.

I think why people cry about TCNs is because they get pretty powerful in high numbers. They can have turrets everywhere and the generator will be back up as soon as the threat is neutralized. It requires quite a few people to go on base attack in that situation, but most pub players i've played with like to either defend or cap mostly.

I honestly fear that the tecehnician is going to be reduced to uselessness in future patches. For some strange reason, everyone thinks the tech is currently the most OP class in the entire game. People are saying this before AND after the huge patch.

Apart from the Big Thumper (which I agree, needs some some tweaks), all the tech has is a sub-standard SMG, very basic grenades, and turrets that die in 900 damage so any explosive weapon can kill them and they only do 65 damage.

I'm not seeing the OP.

They need to be adjusted to more of a defensive/support class. Here's what I suggest:

1. Make turrets do negligible damage (10 or so) but have each shot give mild knockback, so extended exposure will knock you way off course. This will mean they'll actually need to be taken out before Pathfinders can grab the flag and get out, encouraging teamwork.

2. Stop with them being inexplicably tied to generators. That's just weird and annoying, plus it doesn't make sense. They're deployable turrets, they shouldn't be tied to generator power. Forcefields still should be though. Techs should be useful as defense when the generator is down, although I have a feeling the turrets are tied to generator power to encourage techs repairing generators and stuff.

3. Give Soldier the big Thumper, give Techs the Thumper DX. The machine gun (even though I love it) isn't great compared to the soldier's weapons, and really techs shouldn't be chasing anyone or fighting at range, which means the Thumper is better suited for close quarters or indoors, which is basically where the Tech should be at any given time.

4. Techs should be able to give armor packs/buffs to allies, maybe in exchange for grenades. Encourages further teamwork, allows tech to play defensively while others fight.

They need to be adjusted to more of a defensive/support class. Here's what I suggest:

1. Make turrets do negligible damage (10 or so) but have each shot give mild knockback, so extended exposure will knock you way off course. This will mean they'll actually need to be taken out before Pathfinders can grab the flag and get out, encouraging teamwork.

.

Everything else is good, but I have to disagree with this one. If there were to happen, it would exclusively limit turrets to being on flag-defense. 10-damage turrets would be USELESS on generator defense. 10 is just way too little.

Everything else is good, but I have to disagree with this one. If there were to happen, it would exclusively limit turrets to being on flag-defense. 10-damage turrets would be USELESS on generator defense. 10 is just way too little.

That's what the Thumper is for. And you can keep the turrets on flag defense even if the generator's down, which means you can dedicate yourself to generator defense as long as necessary.

People who stand still = loadsamoney for infil. I love techs and sentinels who stand still while doing a job, hilarious when you have the one hit kill backstab perk on weaker classes. You'd think anyone would learn to move while fixing the generator after the 3rd time I backstab them.

I've been trying a new plan of attack, specifically for maps like drydock/crossfire with open and accessible flag stands that people sit on. Basically just get speed like you're going in to steal the flag and do drive by swipes or stick people. I felt boss as fuck when I first pulled it off on a TCN repairing his sentry right in the middle of a group of defenders on drydock.

Or I just go jihad and decloak in the gen room and start throwing stickies at everyone/my feet.